Comments (1)
Closed, see #24.
from pokemon.
Related Issues (20)
- Completely revamp project structure. Use a FrontController, Dispatchers, and Commands
- Implement the Finder pattern for each entity
- Implement Unit of Work. Implement Identity Map and Factory patterns for each entity.
- Split each Mapper into InputMapper and OutputMapper
- I've created Proxy classes for domain objects but I'm not even using them
- Use middle of URL params instead of sticking everything at the end (i.e. query params)
- Implement Optimistic Concurrency Management
- Implement turns in game
- Implement playing energy cards
- Consider making separate tables for Hand, Bench, and Discard
- Implement evolving Pokemon
- Playing a stage 1 Pokemon should replace the basic Pokemon from the bench
- Create turn attribute for Game table, different from version.
- When a Pokemon is replaced by its evolved version on the bench, the latter should keep track of the ID of the card it replaced.
- You must be part of a game to view its board
- Game object should have a switchPlayer() method which takes care of keeping track whose turn it is
- Playing a Trainer card on a Pokemon should throw a fail message
- There is no limit to the number of Pokemon on the bench
- Commands should preferably only manipulate IDOs (Interface Domain Objects), not DOs directly.
- Use ID of a card to play, not its position in your hand/bench
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from pokemon.